Posted on July 8th, 2010 by Andreas | Comments Off
This part shows some sample code how a dialog is loaded
and added to the dialog hierarchy.
We usually try to keep the hierarchy flat,
but sometimes its cleaner to use sub dialogs,
so the possibility is there.
definition = g_resourceManager.getResource< UIDialogDefinition >( "yesno.odlg" );
YesNoDialog pYesNoDialog = new YesNoDialog;
pYesNoDialog->createFromDefinition( *pUIElementCreator, definition );
pRootDialog->addChild( pYesNoDialog );
g_resourceManager.releaseResource< UIDialogDefinition >( definition );
(Note: I omitted the asserts to improve readability.)
No magic going on here:
Load the definition (resource) from a file.
Create the dialog object.
Tell the dialog to use the definition.
Add the dialog to the tree.
Cleanup.
That’s all.
Popularity: 10% [?]
Posted on May 17th, 2010 by Andreas | Comments Off
Yes, there has been a serious lack of updates lately, but that doesn’t mean we vanished.
Bad news first:
- Steffen, who is along time friend and was one of our candidates, decided to pursue his own targets, in his own way and time. We still stay in contact and are more than happy to consider his feedback, but for the time being he will not be joining us.
- “Mr.X”, one of our silent funders, has also left us due to some personal circumstances. While this is a serious blow in budget and business expertise, we fully understand his reasons.
- The acquisition of office space failed. We had some good candidates, but in the end we decided that none of them was really a perfect fit, so we are still looking. (Maybe the Gamespaces.de initiative will help us.)
Good news:
- A lot of development took place behind the scenes.
- V0.8 of CrazyAir has been finished, just slightly behind schedule.
- Looks like we have new project and with it a new developer. (More on that later…)
Popularity: 15% [?]
Posted on February 17th, 2010 by Andreas | Comments Off
The buenzli guys just announced:

And we will renew our demoscene roots and sponsor them again,
as we did the last three years…
Popularity: 26% [?]
Posted on February 13th, 2010 by Andreas | 2 Comments »
I was about to write a post about how to avoid virtual method calls in C++.
While looking for the correct wording for one of the lines I stumbled across this:
Getting rid of virtual method calls
Since my explanation wasn’t much better,
I’ll just leave you with the link to Floh’s article
and a snippet of our rendering engine.
[renderer.hpp]
#if defined( OM_PLATFORM_IPHONE )
#include "iphone/renderer_iph.hpp"
namespace OM
{
#define Renderer OM::Renderer_Iph
}
#elif defined( OM_PLATFORM_OSX )
#include "osx/renderer_osx.hpp"
namespace OM
{
#define Renderer OM::Renderer_Osx
}
[...]
[renderer_osx.hpp]
namespace OM
{
class Renderer_Osx : public RendererBase
{
public:
[...]
Just one more thing to say:
This works perfectly for us on the 9 supported platforms.
Popularity: 60% [?]
Posted on January 11th, 2010 by Andreas | Comments Off
Managed to build an .app of Gianas Return.
Packaging SDL based apps for OSX takes a little bit more effort than I like,
but our games are based on the native APIs anyway.
Check out:
GianasReturn-v0.997.dmg
And let us know what you think.
Since Kojote is away, there is no artwork (.dmg background, .app icon),
but I’m sure we’ll add that to the next version.
There are some commandline parameters that you can use (scaling, fullscreen, etc),
but for this version you are on your own to find out how
Update:
Due to a little uncaught typo the last .DMG still had a wrong library reference in it.
Try this version instead:
GianasReturn-v0.997b.dmg
We don’t have a dedicated QA at the moment, but rest ensured: All our games will be thouroughly tested before shipping.
Update 2:
Yet another version:
GianasReturn-v0.997c.dmg
Sorry for the confusion, but SDL is a little bit … erm … complicated…
Popularity: 100% [?]